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Tyranny Pre-Release Thread

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Combat engagements confirmed.

Watching one of the videos now, it looks like they've changed something about it. It seems to be a lot less omnipresent now. Like it only works during certain moments in combat, or something.
 
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You can also betray without combat: http://cogconnected.com/preview/tyranny-e3-2016-preview/

In the demo I played, after conquering a base I decided to turn on my allies and accuse them of various high fantasy mischief. They objected rather vehemently, though I was able to talk myself out of further trouble. It seems there’s a deep and nuanced karma and reputation system at play here, and your treatment of each character and faction in the game drastically changes how things play out.

Improve-by-use works across the entire party, rather than per-character? Or maybe in addition to. This demands more clarification:

Interestingly, Tyranny does not utilize a class based system. Instead, skills are improved by doing in much the same way as games like Skyrim. For example, I disarmed a trap during the demo, and one of my allies improved a skill just by watching me do so.
Maybe it's just for things that have limited number in the game :balance:
 
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Praising both what the interviewer calls real world evil and the fact that the player doesn't have to face the consequences of an unoptimized character build seems inconsistent. What makes this even worse is the fact that it is still uncertain in what way the evil is handled. On the other hand the player will probably be able to avoid major character building mistakes.

Combat doesn't look as hectic as it did in that E3 GIF which is a good thing for me.
 

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The combat looks slow and HP spongey in the video I'm watching, although it's possible (heck, likely) that the player is a noob who isn't using his abilities correctly to inflict maximum damage.
 

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Steve gets a Kidney but I don't even get a tag.
http://techraptor.net/content/e3-2016-tyranny-first-impressions

One of the neater, small things to me was that when certain names, factions, places, etc. were referenced in dialogue, you could hover over them to get more info. So, hovering over “Kyros” would tell you that he’s the all powerful emperor in charge of everything who you serve (or rebel against if you so choose).

I believe Eric Fenstermaker talked about how he could have shaved off exposition in PoE by doing this.
That is brilliant idea actually. They should have put it inside PoE. Make it optional so we dont have to sift trough useless exposition and the real plot dialogue
 

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Combat engagements confirmed.

Watching one of the videos now, it looks like they've changed something about it. It seems to be a lot less omnipresent now. Like it only works during certain moments in combat, or something.
It seems the lines only appear when the game is paused or you mouseover the character.

If that's true then I don't see how this is different from or better than PoE? Could be the previewer is remembering the early PoE beta before they added the engagement indicator.
 
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bdtzvq.JPG


Some great spell names.
 

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I noticed the term "Sages" being used for spellcasters on both sides of the conflict. Sages = mages?
 

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:mhd:

Really like what I'm reading so far. Never got excited for PoE despite help Kickstarting it, but this is shaping up to be a presumptive D1P.
I'm not sure how I feel about the game yet. Combat looks more readable than in PoE (bigger models, less flashy VFX) but at the same time there's no sense of urgency about it. Maybe it'll be different on a higher difficulty level though.
 
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Channel a burst of energy through your magic staff

:mhd:

Really like what I'm reading so far. Never got excited for PoE despite help Kickstarting it, but this is shaping up to be a presumptive D1P.
I'm not sure how I feel about the game yet. Combat looks more readable than in PoE (bigger models, less flashy VFX) but at the same time there's no sense of urgency about it. Maybe it'll be different on a higher difficulty level though.

The E3 demos were set to a very easy difficulty, as far as I understand. When I played through the demo myself I don't think that I had any character drop below 95% health. The game is much harder on the higher difficulties.
 

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The video shows party health rapidly regenerating after battle with no evidence of an "Endurance" mechanic, but the game also appears to have PoE-style rest supplies:

Nx3Htk5.jpg


Perhaps the health regen is only on this very easy difficulty?
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.gamerevolution.com/preview/tyranny

With a few explosive arrow shots that cause AoE burning damage, some chugs of a healing potion, and the AI sufficiently controlling the other characters in my party, getting through the three regular battles and then the boss battle at the end against the rebel leaders weren’t that challenging. That said, the demo was on the easiest of four difficulty settings, so don’t expect the game to be a breeze.

Going back to player choice, shifting allegiances in Tyranny can grant your party additional abilities, so long as you earn Favor or Wrath with various factions. In fact, it’s possible to finagle your way to earning both the Favor and the Wrath abilities from factions if you can literally form a love/hate relationship with them. With the game having a lot more than three factions, maybe you should be drama queen. On that note, I could have easily betrayed the Disfavored right before the final battle through a dialogue options. In fact, you can even choose to let the edict pass without completing the mission within the allotted time. Maybe that ends the game, but maybe it doesn’t.
 
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In fact, it’s possible to finagle your way to earning both the Favor and the Wrath abilities from factions if you can literally form a love/hate relationship with them.

Not even Dragon Age 2 stooped that low.
 

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Infinitron said:
Improve-by-use works across the entire party, rather than per-character? Or maybe in addition to. This demands more clarification:

Interestingly, Tyranny does not utilize a class based system. Instead, skills are improved by doing in much the same way as games like Skyrim. For example, I disarmed a trap during the demo, and one of my allies improved a skill just by watching me do so.
Maybe it's just for things that have limited number in the game :balance:

Maybe:

y2AvH0w.jpg





In fact, it’s possible to finagle your way to earning both the Favor and the Wrath abilities from factions if you can literally form a love/hate relationship with them.

Not even Dragon Age 2 stooped that low.

It's an Obsidian faction staple: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_reputations#Reputation
 

Mozg

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http://techraptor.net/content/e3-2016-tyranny-first-impressions

One of the neater, small things to me was that when certain names, factions, places, etc. were referenced in dialogue, you could hover over them to get more info. So, hovering over “Kyros” would tell you that he’s the all powerful emperor in charge of everything who you serve (or rebel against if you so choose).

I believe Eric Fenstermaker talked about how he could have shaved off exposition in PoE by doing this.

I really like the idea. You could do stuff like having a hover popup showing the world map and highlighting the territory mentioned in the dialog or something so your geographical intuition develops very rapidly.

Also do that in fucking history books, Chinese and Slavic names ricochet off my brain without finding purchase.
 
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More developers should learn from Morrowind.
 

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